Cook error in 5.7.1

Anyone seen this before? The error triggers when trying to package a project in UE 5.7.1. This project was just upgraded from 5.4.4 where it had no troubles cooking.

UATHelper: Error: Packaging (Windows): LogWindows: Error: begin: stack for UAT
UATHelper: Error: Packaging (Windows): LogWindows: Error: === Critical error: ===
UATHelper: Error: Packaging (Windows): LogWindows: Error:
UATHelper: Error: Packaging (Windows): LogWindows: Error: Fatal error!
UATHelper: Error: Packaging (Windows): LogWindows: Error:
UATHelper: Error: Packaging (Windows): LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff
UATHelper: Error: Packaging (Windows): LogWindows: Error:
UATHelper: Error: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffa0eaf31a1 UnrealEditor-CesiumRuntime.dll!Cesium3DTilesSelection::TilesetContentLoader::setOwner()
UATHelper: Error: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffa0eaf387a UnrealEditor-CesiumRuntime.dll!async::detail::task_func<async::detail::inline_scheduler_impl,async::detail::continuation_exec_func<async::detail::inline_scheduler_impl,async::taskCesium3DTilesSelection::TileLoadResult,std::tupleCesium3DTilesSelection::TileContentLoadInfo,Cesium3DTilesSelection::TileLoadResult,CesiumAsync::Future<Cesium3DTilesSelection::TileLoadResult>::thenPassThrough<Cesium3DTilesSelection::TileContentLoadInfo>'::2’::<lambda_1>,std::integral_constant<bool,1>,0>,std::tuple<Cesium3DTi
lesSelection::TileContentLoadInfo,Cesium3DTilesSelection::TileLoadResult> >::destroy()
UATHelper: Error: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffa0eb4a8ce UnrealEditor-CesiumRuntime.dll!CesiumAsync::CesiumImpl::QueuedScheduler::dispatchInternal()
UATHelper: Error: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffa0eb4a97a UnrealEditor-CesiumRuntime.dll!CesiumAsync::CesiumImpl::QueuedScheduler::dispatchQueuedContinuations()
UATHelper: Error: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffa0e1fcce1 UnrealEditor-CesiumRuntime.dll!ACesium3DTileset::IsReadyForFinishDestroy() [E:\project\Plugins\CesiumForUnreal\Source\CesiumRuntime\Private\Cesium3DTileset.cpp:2363]
UATHelper: Error: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffa8b1dff03 UnrealEditor-CoreUObject.dll!IncrementalDestroyGarbage() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\GarbageCollection.cpp:4836]
UATHelper: Error: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffa8b1e0961 UnrealEditor-CoreUObject.dll!IncrementalPurgeGarbage() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\GarbageCollection.cpp:4721]
UATHelper: Error: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffa8b1647b6 UnrealEditor-CoreUObject.dll!UE::GC::PostCollectGarbageImpl<1>() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\GarbageCollection.cpp:5778]
UATHelper: Error: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffa8b1e663d UnrealEditor-CoreUObject.dll!UE::GC::FReachabilityAnalysisState::PerformReachabilityAnalysisAndConditionallyPurgeGarbage() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\GarbageCollection.cpp:5970]
UATHelper: Error: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffa8b19a063 UnrealEditor-CoreUObject.dll!CollectGarbage() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\GarbageCollection.cpp:6216]
UATHelper: Error: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffa2d57cd41 UnrealEditor-UnrealEd.dll!UCookCommandlet::ConditionalCollectGarbage() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Commandlets\CookCommandlet.cpp:756]
UATHelper: Error: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffa2d5ba10a UnrealEditor-UnrealEd.dll!UCookCommandlet::RunCookByTheBookCook() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Commandlets\CookCommandlet.cpp:603]
UATHelper: Error: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffa2d57f11a UnrealEditor-UnrealEd.dll!UCookCommandlet::CookByTheBook() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Commandlets\CookCommandlet.cpp:559]
UATHelper: Error: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffa2d59f723 UnrealEditor-UnrealEd.dll!UCookCommandlet::Main() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Commandlets\CookCommandlet.cpp:278]
UATHelper: Error: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ff6eb34a5c1 UnrealEditor-Cmd.exe!FEngineLoop::PreInitPostStartupScreen() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4053]
UATHelper: Error: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ff6eb340a1b UnrealEditor-Cmd.exe!GuardedMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:146]
UATHelper: Error: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ff6eb340d0a UnrealEditor-Cmd.exe!GuardedMainWrapper() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:123]
UATHelper: Error: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ff6eb344590 UnrealEditor-Cmd.exe!LaunchWindowsStartup() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:277]
UATHelper: Error: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ff6eb355bd4 UnrealEditor-Cmd.exe!WinMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:334]
UATHelper: Error: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ff6eb3582e6 UnrealEditor-Cmd.exe!__scrt_common_main_seh() [D:\a_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
UATHelper: Error: Packaging (Windows): LogWindows: Error: [Callstack] 0x00007ffc01e8e8d7 KERNEL32.DLL!UnknownFunction
UATHelper: Error: Packaging (Windows): LogWindows: Error:
UATHelper: Error: Packaging (Windows): LogWindows: Error: end: stack for UAT
UATHelper: Error: Packaging (Windows): Took 49.35s to run UnrealEditor-Cmd.exe, ExitCode=3
UATHelper: Error: Packaging (Windows): Cook failed.

I should note, this is using the Cesium plugin released today (Jan 6).

Hi @flav,

Sorry you’re having trouble. Can you please check if the Cesium for Unreal Samples project packages successfully? That may help narrow down where the problem lies.

Hey @Kevin_Ring ,

The sample project packages fine, but it obviously doesn’t have the same actors in the world, so it doesn’t help much. I’m trying to narrow down what specific actor/asset might be causing it. But let’s say I find the 3dtile that’s causing the cook error, what would be the next step to make progress?

@Kevin_Ring I managed to get a repro in the cesium sample project.

  1. create a project form the Cesium Sample
  2. add a new blank tileset
  3. set source to ellipsoid
  4. add the imagery (id 2) to it (unsure if this is needed)
  5. package Development for Windows

@Kevin_Ring The fix from github worked, but I’m now hitting something else that may be related, though I’ll admit I’m just guessing for now. what’s worse, it only happens on linux. On windows things seem fine, but on linux very quick after boot I get the crash below, curious if you’re seeing the same.

App!Cesium3DTilesSelection::Tile::~Tile()
App!async::detail::task_func<CesiumAsync::CesiumImpl::ImmediateSchedulerCesiumAsync::CesiumImpl::QueuedScheduler, async::detail::continuation_exec_func<CesiumAsync::CesiumImpl::ImmediateSchedulerCesiumAsync::CesiumImpl::QueuedScheduler, async::task, async::detail::fake_void, Cesium3DTilesSelection::TilesetContentManager::TilesetContentManager(Cesium3DTilesSelection::TilesetExternals const&, Cesium3DTilesSelection::TilesetOptions const&, std::__1::unique_ptr<Cesium3DTilesSelection::TilesetContentLoader, std::__1::default_deleteCesium3DTilesSelection::TilesetContentLoader >&&, std::__1::unique_ptr<Cesium3DTilesSelection::Tile, std::__1::default_deleteCesium3DTilesSelection::Tile >&&)::$_0, std::__1::integral_constant<bool, true>, false>, async::detail::fake_void>::run(async::detail::task_base*)
App!CesiumAsync::CesiumImpl::QueuedScheduler::dispatchInternal(bool)
App!CesiumAsync::CesiumImpl::QueuedScheduler::dispatchQueuedContinuations()
App!Cesium3DTilesSelection::Tileset::updateViewGroup(Cesium3DTilesSelection::TilesetViewGroup&, std::__1::vector<Cesium3DTilesSelection::ViewState, std::__1::allocatorCesium3DTilesSelection::ViewState > const&, float)
App!ACesium3DTileset::Tick(float)
App!FActorTickFunction::ExecuteTick(float, ELevelTick, ENamedThreads::Type, TRefCountPtr const&)
App!FTickFunctionTask::DoTask(ENamedThreads::Type, TRefCountPtr const&)
App!TGraphTask::ExecuteTask()
App!UE::Tasks::Private::FTaskBase::TryExecuteTask()
App!FNamedTaskThread::ProcessTasksNamedThread(int, bool)
App!FNamedTaskThread::ProcessTasksUntilIdle(int)
App!FTaskGraphCompatibilityImplementation::ProcessUntilTasksComplete(TArray<TRefCountPtr, TSizedInlineAllocator<4u, 32, TSizedDefaultAllocator<32> > > const&, ENamedThreads::Type, TFunction<FTaskGraphInterface::EProcessTasksOperation (int)> const&)
App!FTickTaskSequencer::ReleaseTickGroup(ETickingGroup, bool, TArray<FTickFunction*, TSizedDefaultAllocator<32> >&)
App!FTickTaskManager::RunTickGroup(ETickingGroup, bool)
App!UWorld::Tick(ELevelTick, float)
App!UGameEngine::Tick(float, bool)
App!FEngineLoop::Tick()
App!GuardedMain(char16_t const*)
App!CommonUnixMain(int, char**, int ()(char16_t const), void (*)())
libc.so.6!UnknownFunction(0x2a1c9)
libc.so.6!__libc_start_main(+0x8a)

Sorry that you’re still seeing issues @flav!

Just to confirm, are you seeing this crash with the repro steps you shared in your previous comment? Or is this from something else?

hey @janine , i haven’t verified in the tiny sample project if it repros there too, this happens in our main project. but there’s a chance i got past it, though i’m not entirely sure why or how. i’m currently using native libraries from the github branch with that fix, and i could have sworn i downloaded the main package that includes all the platforms. but then i got the linux specific package and making a new build with that seems to have fixed the crash on linux for now. i’m not sure why. i guess there’s a chance i only got the windows binaries when i first tried the fix.